Compara los precios de 140 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Carlsen Games. Publicado por Carlsen Games. Lanzado el 16/10/2013. Disponible en PC. Géneros: Action, Indie. Puntuación Metacritic: 80/100.

140 is a brutally tight minimalist platformer where every obstacle pulses to the beat. Short, precise, and quietly hypnotic.

Some games explain themselves in the first ten seconds. 140 is one of them. You are a small shifting shape, the world is made of colored geometry, and everything, absolutely everything, moves in sync with an electronic soundtrack that sits somewhere between trance and melancholy. There are no words, no tutorial popups, no handholding. Just rhythm, reflex, and the creeping sense that the music and the level design share the same nervous system. The core mechanic is pure: run, jump, and roll through abstract side-scrolling stages where platforms activate, projectiles fire, and obstacles rotate in strict time with the beat. Mess up the rhythm in your head and you will die. Internalize it and the game starts to feel less like a platformer and more like playing an instrument badly, then less badly, then almost well. That progression, from chaos to fluency, is where 140 lives. It is genuinely challenging without ever feeling unfair, because every hazard telegraphs itself through sound before it appears visually. Listen first, react second. The aesthetic does a lot of heavy lifting here. Carlsen Games built something that looks like a screensaver from 1995 and somehow made it feel intentional and precise. Shapes morph when you pick up collectibles. The color palette shifts between levels. The whole thing has a handcrafted sparseness that big-budget titles rarely pull off because they are too afraid of empty space. 140 is not afraid of anything. Boss encounters, which are few but well-designed, flip the rhythm mechanic in clever ways that feel earned rather than gimmicky. The honest caveat is length. You can finish 140 in under two hours on a first run, and in under an hour once you know it. If you need a sprawling experience this is not it. But 140 knows exactly what it is, and it does not overstay. For a game built around tight rhythmic precision, padding would be a lie. There is also no real narrative, no characters, no text. If you need a story hook to stay engaged with a platformer, look elsewhere. What is here is pure sensation: the click of a successful jump landing on the downbeat, the slight visual shimmer when you clear a tough section, the strange emotional weight the soundtrack carries without ever resolving into something comfortable. Who is this for? Fans of Super Hexagon, Bit.Trip Runner, or anyone who has ever wanted a platformer that plays more like music than mechanics. It rewards patience and repetition. It is the kind of game you return to on a quiet evening when you want something small and demanding and strangely calming once you find your groove. At this point it has aged gracefully, the simplicity working in its favor rather than against it. A hidden small gem from 2013 that still holds up. Kai, Scout Team

140

140

16 oct 2013Carlsen Games
GamerScout opina

140 is a brutally tight minimalist platformer where every obstacle pulses to the beat. Short, precise, and quietly hypnotic.

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Acerca de 140

Some games explain themselves in the first ten seconds. 140 is one of them. You are a small shifting shape, the world is made of colored geometry, and everything, absolutely everything, moves in sync with an electronic soundtrack that sits somewhere between trance and melancholy. There are no words, no tutorial popups, no handholding. Just rhythm, reflex, and the creeping sense that the music and the level design share the same nervous system. The core mechanic is pure: run, jump, and roll through abstract side-scrolling stages where platforms activate, projectiles fire, and obstacles rotate in strict time with the beat. Mess up the rhythm in your head and you will die. Internalize it and the game starts to feel less like a platformer and more like playing an instrument badly, then less badly, then almost well. That progression, from chaos to fluency, is where 140 lives. It is genuinely challenging without ever feeling unfair, because every hazard telegraphs itself through sound before it appears visually. Listen first, react second. The aesthetic does a lot of heavy lifting here. Carlsen Games built something that looks like a screensaver from 1995 and somehow made it feel intentional and precise. Shapes morph when you pick up collectibles. The color palette shifts between levels. The whole thing has a handcrafted sparseness that big-budget titles rarely pull off because they are too afraid of empty space. 140 is not afraid of anything. Boss encounters, which are few but well-designed, flip the rhythm mechanic in clever ways that feel earned rather than gimmicky. The honest caveat is length. You can finish 140 in under two hours on a first run, and in under an hour once you know it. If you need a sprawling experience this is not it. But 140 knows exactly what it is, and it does not overstay. For a game built around tight rhythmic precision, padding would be a lie. There is also no real narrative, no characters, no text. If you need a story hook to stay engaged with a platformer, look elsewhere. What is here is pure sensation: the click of a successful jump landing on the downbeat, the slight visual shimmer when you clear a tough section, the strange emotional weight the soundtrack carries without ever resolving into something comfortable. Who is this for? Fans of Super Hexagon, Bit.Trip Runner, or anyone who has ever wanted a platformer that plays more like music than mechanics. It rewards patience and repetition. It is the kind of game you return to on a quiet evening when you want something small and demanding and strangely calming once you find your groove. At this point it has aged gracefully, the simplicity working in its favor rather than against it. A hidden small gem from 2013 that still holds up.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamRhythm-BasedMinimalistAbstract ArtPrecision PlatformerShort-FormSynesthesiaElectronic SoundtrackSingle Developer

Requisitos del sistema

Mínimos

Processor
1.5 Ghz
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space

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Reseñas y valoraciones

Metacritic
80
Steam
93%(4,678)

Información del juego

Desarrolladora
Carlsen Games
Distribuidora
Carlsen Games
Fecha de lanzamiento
16 oct 2013

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¿En qué plataformas está disponible 140?

140 está disponible en PC.

¿Cuándo se lanzó 140?

140 se lanzó el 16 de octubre de 2013.

¿Quién desarrolló 140?

140 fue desarrollado por Carlsen Games.

¿Merece la pena comprar 140?

140 tiene una puntuación Metacritic de 80/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.